xenotimebong
xenotimebong
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@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/1475147#Comment_1475147
Couple nights ago, I hooked a Dwight on one side of shack, and a Nea on the other side of Shack, while Laurie was healing in the shack, saw her with nurses,....
If you think I am leaving, to go find the 4th person, you can call me what you want, I aint leaving.
That’s not considered “camping” by the game though. If you chase someone near a hook you don’t get penalised because the devs rightly agree that it isn’t camping.
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@BaldursGate2 said:
Toxic survivors? NOED? Tunnel / Camping?
No, it's one thing, that the devs for an unknown reason refuse to fix. MORI. There is absolutly no reason, to use it, besides toxicity against survivors. Nobody in the world would say anything, if you had to get hooked twice that it works, but with only one hook, it leads in many cases just to tunnel the hooked one and kill him off.
If you want to watch the animation, go to youtube.
Just fix this allready please.
There are mori dailies. Last time I used a mori was a daily, I ran an ebony because I have more of them than either of the others but just mori’d on death hook. Non-toxic.
Then again most mori users like to tunnel mori so that’s never fun.
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@Stinde said:
https://forum.deadbydaylight.com/en/discussion/comment/1472303#Comment_1472303
Have they acknowledged it really? At least I didn't find an acknowledged bug report. I myself made a bug report about this a few weeks ago and it hasn't been acknowledged.
https://forum.deadbydaylight.com/en/discussion/169817/apparently-unhooking-survivors-have-no-hitbox
I suggest everyone in this discussion also writes their concerns in the bug report section.
This one has been: https://forum.deadbydaylight.com/en/discussion/173879/pc-unable-to-hit-survivor-when-they-unhook-a-survivor#latest
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@solidhex said:
https://forum.deadbydaylight.com/en/discussion/comment/1472299#Comment_1472299
why is pop overrated? i'm not sure myself if it's that good but there is no better option.
Disclaimer: this is all just my opinion and based on how I prefer to play.
It’s a mid/end game perk and if survivors separate on gens, its impact is lessened pretty significantly. Personally I feel like extra early game pressure is more important since late game should be when killer pressure is at its highest. It only buys 20 seconds of gen time per kick so you need your chases to be short to be worth it, and if your chases are all short you probably don’t need it. It makes you spend time kicking gens instead of chasing, so I just personally find it annoying to use. I’d rather use the new Ruin and be aggressive with chases.
As survivor I don’t feel like I ever lose a game because of Pop. If one or two Pops are the difference between winning and losing I find that it’s because the Pop punished mistakes, but we have to make those mistakes in the first place. The only exception to this is Freddy who gets both short chases and gen teleportation, but that’s a whole different discussion. On most other killers I’d rather just run something else.
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@pantsman said:
https://forum.deadbydaylight.com/en/discussion/comment/1472303#Comment_1472303
I’ll believe that when they fix it. Just like all the other killer “bugs”.
Believe whatever you want, just don’t spread misinformation about a bug being an intended game mechanic when it isn’t.
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@pantsman said:
https://forum.deadbydaylight.com/en/discussion/comment/1472252#Comment_1472252
It’s completely intended.
No it isn’t, it’s a bug. The devs have acknowledged it as a bug.
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Spirit is fun to play against.
People who complain about tunnelling a lot are usually just mad because they’re not good at chases or they make dumb decisions and want to blame someone else.
The reason so many killers camp is because most survivors feed it.
Pop is overrated.
Feng Min is the most annoying survivor.
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Unrelenting needs a buff.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1470640#Comment_1470640
She do its when she wants to, cause a lot of time she doesn't
And how many crows spawn close when you're in a chase? Literally never, they're always on the edge of the map
Whether crows are useful or not is irrelevant, a phasing Spirit will always disturb crows if she moves near them. I was just clarifying that point.
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He doesn’t need a lot, just the brown bag add on as base to make him less utterly dependent on bags, and maybe something to make the RNG nature of his power feel less frustrating on both sides. Something like making escaping a trap an action, rather than an RNG attempt over and over. It’s annoying whether you’re the survivor who hasn’t escaped on their 20th attempt or the Trapper who lost someone in a trap around the corner on their 1st attempt. If it was a flat 10 seconds or whatever, at least it would be consistent. Plus his “reduced chance of escape” add ons could just be changed to increase the time it takes to free yourself.
And yes, anything to make an injured survivor stepping in a trap suffer some kind of penalty for their carelessness. As it is now they just disarm the trap and run away no worse off, even freaking Deep Wounds would be better than nothing.
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@GoodBoyKaru said:
As much as I agree there is actually visual proof of her shards glowing. Provided you're right next to her and can analyse everything frame by frame in under a second you'll be fine, just look at shards 6head.
https://forum.deadbydaylight.com/en/discussion/comment/1470343#Comment_1470343
Grass doesn't move, crows aren't spooked, and footsteps aren't just bugged for killers. On all maps but Swamp you can't hear footsteps and good luck hearing them over the chase music even on Swamp.
She does disturb crows.
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@Zarathos said:
If your an swf its survivors sided. If you want a long winded explanation breaking down this point. I can do that but trust me you don't want the full details of all the advantages swf has the post would go on for ages.
If your solo survivor its killer sided unless you have a team of ds and unbreakable s in which case the killer has a very low chance of victory on average. Yes you can argue killer add ons can balance that but most of the add ons (iridescent head, infinite tier 3 myers etc) that evens the playing field cannot be played in perpetuity and are occurring less frequently in updated and newly released killers.
Survivor perk versatility doesn't matter currently. Rarely will a perk wreck me harder then the ds unbreakble combo. You want the best survivor build ds,unbreakble,exhaustion perk and iron will (don't argue with me you need this for spirit and if you think you can mindgame a spirit while injured your chances are significantly low). Versatile survivor builds get annihilated by optimum killer build.
So in conclusion if your playing solo survivor and you want to win you run this set up. If you want to have fun much like other lower tier killers you have to hope that people your playing against are looking to have fun doing something different. As for swf, time for people to step up and acknowledge the reason survivors get screwed. Hit swf specifically reduce its gen progression and healing per teammate and exclude solo survivors from the nerf.
The fact that no one has stepped up and proposed a nerf to swf in the community is ridiculous. Its the most broken advantage in the game simple as.
Solo survivor is still survivor sided, if the survivors have basic game knowledge and aren’t trying to lose. If a group of 4 solo survivors commit to doing gens and not grouping up unnecessarily they will escape far more often than they die. I say this as someone who plays survivor solo 100% of the time these days.
The reason solo sucks is because solo teammates are more likely to troll, mess around, farm each other, disconnect or throw the match. But if you get four solos who play even a little bit seriously it’s easy to escape most of the time.
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They can probably only use the non-licensed characters for the tome and they’re doing four per tome, so they’ll cycle back round to those characters again. The ones who didn’t get dolls previously will probably get them the next time they’re featured.
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These people really bug me. These and the ones who go out of their way to jump into a locker in front of you so you eat their DS, then call you a tunneller.
The very definition of “mad cause bad”. If they don’t want to be “tunnelled” maybe don’t play like an idiot?
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I don’t think it will ever be truly meta, but it’ll probably see more use in solo queue once people realise its uses. Info perks are more useful for solos and Alert does give a lot of nice info.
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People who could see the frustration of these scenarios have been saying this since people started complaining about survivors doing co-op gens quickly: if the survivors split up and work on three different gens they will win, as long as the fourth survivor can last long enough. And since at the start of the game survivors have maximum resources, any survivor with more than a handful of hours should be able to last long enough. I’d much rather have 3 or 4 survivors piling on one gen early game.
I really don’t see what any killer can do to stop 3 survivors on 3 gens. Even if you get a fast down, it’s not like they have to unhook instantly. You can’t abandon every chase that lasts longer than 10 seconds. And you can only be in one place at a time. Even mobile killers struggle.
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@BigBrainMegMain said:
We, the killer community need to let the devs know that locking killers while in the lobby is a bad idea.
I reached Purple Ranks, because low ranked games were getting boring....and this is my second Purple Ranked game.
https://us.v-cdn.net/6030815/uploads/VZNA63TI5KSE/exploit-png.png
I did what everyone on the forums advises killers to do, switch at 5 seconds. I did, I clicked Doctor, and waited until the last 5 seconds then switched to Spirit.
I've never seen it happen to ME, until this individual said something fishy in chat.
"Interesting Doctor Game tbh"
All survivors should have their perks locked, along with items the moment they click "READY."
This will destroy much of the dwindling killer community.
I believe they’re aware of the issue and fixing it in the mid chapter.
Also interesting that Spirit with Stridor and strong add ons wasn’t an automatic 4K there.
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Who’s even considered a fun killer anymore? I’ve seen every single killer get called boring by this point, but aside from Billy who a lot of survivor mains love for some reason, who else is there? Demo, maybe?
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Less “run around low wall safe loop until pallet is dropped” style looping is good in my opinion, more “whoever plays better wins” looping is what they should be aiming for. So no ultra safe, un-mindgameable pallets, no bloodlust, no killer powers that force holding W until you die. Unfortunately I don’t think Behaviour really know what kind of meta they’re creating, I think they just do stuff they think is cool and hope people like it.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1464710#Comment_1464710
2:30 doing nothing.
A trash build that he only used ONCE (Spirit fury + Enduring), only 1 perk to slowdown the game which is garbage.
And the survivors were just clearly better than him, he had a chance and did a lot of mistake, what else do you expect to happen)
If I get outplayed by a top tier killer I wouldn't complain, my opponent was better than me and I should take the L.
I’m not normally one to defend Tru3 and I think a lot of his gameplay deserves criticism but how in the world were the survivors in that match better than him? They made so many dumb mistakes and went down like flies most of the time to the simplest mind games. I think Tru3 is often overrated but those survivors were not better than him by any metric IMO.
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Haddonfield and Ormond are the absolute worst and need urgent attention. After that the Autohaven maps need some work, Midwich, Mother’s Dwelling.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1464068#Comment_1464068
holy f... are keys too in their radar!?
Apparently so. I’ll see if I can find the exact post.
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@Khakuate said:
If for killers it is the amount of kill you get, they need to nerf ebony mori asap
They’ve already said that moris are on their radar, their days are numbered.
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@Valor188917 said:
Can we stop with this overrated guy when we have killers out there that are streaming and are 4k'ing literally 90% of their games without even using tryhard builds most of the time like Scottjund or Umbra? Using his clickbait videos as some kind of evidence is cringe.
Did you read the first post? The OP is using the video to criticise Tru3’s opinion, not agree with it.
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Why is everyone assuming that the different killer MMR means that each killer starts from 0? Chances are that different killers have different ADJUSTMENTS to a base ranking, e.g. if I’m a god level Huntress player but I’ve never picked up Oni, I won’t get paired with new players or immersed Blendettes if I play Oni but survivors slightly lower in skill level than usual.
It’s not like skill level is a binary of “rank 20 immersed Blendette” or “5 gen looper”. There’s a whole world of grey in between.
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I don’t think Hag is broken or unfun to go against, but then again I play a lot of Hag myself so I know how to counter her usually and enjoy trying.
You need to try and actively dismantle her traps, like you would with Trapper. If you see a trap (they’re visible most places, not in grass though) you can walk towards it and set it off right at the edge of the trap’s area of effect. Then run backwards away from it and even if the Hag teleports quickly she won’t be able to hit you. Or if you trip a trap and run behind a wall, the Hag will teleport and if they swing they’ll just smack the wall (they teleport facing you).
If she’s ever otherwise occupied (carrying a downed survivor, or on the other side of the map) you should run around loops and pathways tripping any trap you can find. Or if the Hag is the kind to get tunnel vision, do it while she’s committed to a chase.
The biggest problem with facing Hag is that most survivors never play her or face her so they don’t really know how to deal with her. She’s especially strong against solo teams since even one weak team member will probably kill everyone by setting off traps at the worst times.
But she’s a slow killer and she relies entirely on set up. If you waste enough of her time dismantling her trap web, you should buy your teammates enough time to do all the gens.
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I just like the athletic style, I guess.
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@Khakuate said:
https://forum.deadbydaylight.com/en/discussion/comment/1460910#Comment_1460910
https://www.youtube.com/watch?v=mefFQMkT4IU
https://www.youtube.com/watch?v=ftafeotogxg
https://www.youtube.com/watch?v=2xx1qDoSWlg
https://www.youtube.com/watch?v=F98TWXPkqx0
https://www.youtube.com/watch?v=tKTDzsQOe7U
Want some more? BTW they're from @Yamaoka
These only prove the point that all survivors going down in under 3 minutes is down to survivor misplays. The last clip literally had two survivors standing in place and pointing at the instadown killer, lmao.
If survivors rush at you in the open, or crouch in place, and you’re playing a killer with a chainsaw then yes you can get kills fast. But again, that’s down to the survivors playing like rank 20s.
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If you’re a survivor that thinks the response to a Spirit standing still is to run at her... you deserve to go down. It’s such a pathetically easy “mind game” to avoid falling for and yet boosted survivors still fall for it, lol.
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@Peanits said:
I feel like you've turned a blind eye to the plethora of perks that slowdown generators either directly, or by forcing the survivors to do other actions other than generators slower.
Corrupt Intervention, Dying Light, Huntress Lullaby, Ruin, PGTW, Surge, and Thanataphobia all directly slow down generators or regress them.
Then you've got perks like Discordance and Surveillance which help you keep track of the generators so you know where to go to keep the survivors off of them.
And finally, you've got perks like Sloppy Butcher, which makes other actions (in this case, healing) take longer. Times spent doing other things is time spent not doing a generator.
This doesn't even go into lesser used or more niche perks which could give you some extra regression/info/slowdown.
I know you wrote off perks like Ruin and Thrilling Tremors because they don't work automatically, but that's because getting them off the generators is your job. You, as the killer, need to get them off them so they can take effect. In Thrilling Tremors' case, that info helps you figure out where people are so you can go chase them off. Thanataphobia as well stacks with other slowdown effects and can was a lot of time (a heal becomes ~24 seconds when combined with Sloppy Butcher, double that for Self Care).
Perks aren't the only way to slow things down. They can help you, but they're not meant to stop all progress for you. The best way to slow things down always has been to play smart and keep people off of generators.
Unfortunately several of the slow down perks are just badly designed and therefore not worth running. Surge is great on small maps, but useless on big maps - so it works well when you don’t need it and is bad on maps where it would actually help, lol. Dying Light only really works well in games where you get a lot of hooks quickly, but in that situation why would you need it at all? You’re winning. Not to mention that it actually buffs the Obsession, because that’s what you want from a slow down perk of course.
Ruin, Corrupt and Pop are all good. There’s a reason they’re some of the most commonly run perks, more than a “niche” (lol) perk like Lullaby or Gearhead, because they actually have a noticeable effect. Don’t you guys ever wonder why there are so many perks that just never get run by anyone?
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It’s usually quite obvious that they’re trying for a BW play so I haven’t fallen for it in a long while. When I do though I’m always impressed and throw them a gg post-game.
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I report someone at least once a day for this kind of ######### and it doesn’t seem to make a difference. People can say what they want in the chats and Behaviour does nothing, in my experience anyway. Telling people to kill themselves, horrible slurs, death threats, whatever. I had one guy saying “yeah go on report me for hacking, I’m so scared” the other day because he was no-clipping and obviously had no worries about his account lmao.
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The boat and the pier both have some decent windows that you can use to your advantage, the boat more so. But yes, the whole centre is a big dead zone usually. That’s why I always try to do those gens first and save the safer gens in the boat, pier and shack for later.
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@SonicOffline said:
Please help me decide against it.
Nah it’s all good, you have to try new killers or you never know if you’ll like them! Just accept that you’ll probably miss a ton of bottles and might not get many kills, and try to relax and have fun with it. :)
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1456091#Comment_1456091
The only counter to her ability currently is to either have an ability that erases scratch marks so you can run away while phasing and hope she doesn't hear you grunting in pain (which is what they're really looking for), or predict where she'll attack from which is impossible because zero feedback.
The most efficient way to play her is injure first, then phase into an easy down. Seeing blood tracks as a base ability is no different then using headphones. It leads you straight to them regardless of any input on the survivors part. Only one perk erases bloodstains and it works only once. There's a reason it's an irredescent add-on.
“The most efficient way to play her is injure first, then phase into an easy down.”
Yes, you’re exactly right. And this is why the best way to play against Spirits is to play safe. She’s a 110% killer and if she doesn’t want to use her power to chase you uninjured, you can loop her for a long time. Play early game like she’s Oni and deny her blood.
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Someone accused me of speed hacking the other day when I was playing Doctor, lmao. It’s not like I was downing people exceptionally quickly or anything, I’m not a great Doc and only got the 4K by the skin of my teeth.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1455662#Comment_1455662
I understand what you’re saying and I do agree. But, I’ve come to expect this from any game I play online as I’m always with a variety of ranks. And it is frustrating being paired with newbies. Even on a game like The Last of Us. Sure there’s not as much you need to learn about, but it’s still not an easy game to pick up. Even after playing the campaign. As there’s more to it than simply running around and shooting and new players will more often than not leave games halfway through because they just get demolished. I think if they were to fully implement a ranking system where you play with people in your rank range it would make lobby waiting times ridiculous.
The Last of Us multiplayer is also 7 years old. In its heyday when it had tons of players you wouldn’t get paired with people so disparate in rank because the matchmaking could be more choosy since it had a much bigger player base to match from. I don’t think it’s a good example.
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@TheLastGreatStar said:
One thing I’ve never fully understood is why so many people complain about being matched with or against players with ranks either higher or lower than theirs. Isn’t that how every online game works? Another multiplayer game I play a lot is TLOU and the maximum rank you can be is 999. You’ll never find a lobby of just 999’s. It’s always mixed. I’m 999 and I’ll sometimes have a rank 1 on my team. Friday the 13th is exactly the same. I’ve never seen a game group people together based on what level they’re at. So why do so many people expect that from DBD? Is it because they don’t play any other games and aren’t used to this being the norm?
I think it’s because other games have skill sets that can be applied from/to other games more easily. There’s nuance to TLoU multiplayer, but ultimately if you’ve played the single player campaign and can aim and shoot you’ll do okay.
DBD is really unlike most other games and the skill curve is quite punishing. There are hundreds of perks, 20 killer powers, and a ton of meta game knowledge that you don’t really get a grasp of your first few games.
Compare the playstyle of a survivor on their first game and a survivor on their 5000th hour. The first kind of player will hide, they won’t know where to go or what to do, when chased they’ll just run in a straight line to the corner of the map. When you’re the 5000 hour player and you’re matched with someone who plays like it’s their first match of DBD, it’s frustrating.
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@Snowbawlzzz said:
I think the intention is for certain areas to have extremely good loops, while others (patches of trees, corn) are deadzones. The goal as killer in this scenario is to bust down those strong pallets early to have an easier late-game. Clown also made huge mistakes trying to mindgame instead of just chasing you straight until you had to drop the pallet.
I really don't have a problem with these good pallet loops, as once they're kicked they become useless to the survivors. It's the god window loops like groaning storehouse that seem unfairly set up to hurt killers. I don't know if it's a bug or not, but I also had 3-4 windows spawn in the Mother's Dwelling house and I simply could not catch up. I had to abandon chase if they made it to the house.
I don’t think they’re complaining about the pallet, but about two really strong windows back to back (cow loop and long wall). Even once the pallet was thrown and if the killer pushed the survivor the correct way around the cow tree, they still had access to a really strong window. Chaining together two strong tiles like that is the issue, and it’s the same reason Ormond is so painful.
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@Sanjow said:
i don't know if this is a known Lag issue, but every time i chased this surv (and only when i chase him), he started lagging just to disappear in front of me, and appear behind me getting away...
It’s a lag switch. Not literally a switch but a program cheaters use to throttle their connection for a second or two which allows them to teleport like that.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1453379#Comment_1453379
Easy. They are right up on an injured person, wait for the predictable dead hard to dodge the attack, and then down them. Using it to get to a pallet or window is very situational. Don't always get a Trapper, or a Nurse, or a Doctor either. So running it for situational things like that is a waste of a perk slot, IMO.
“Using it to get to a pallet or window is very situational.”
How is a chase perk that allows you to get to safety when injured in areas that you will run to in a chase in any way situational? There will be times you can’t use it because the killer is near and there’s no pallet around, but that’s your mistake for being out of position when injured and not a weakness of the perk, lol. An injured survivor is gonna be running the killer near a pallet/window 90% of the time, if they’re above rank 10. That’s the opposite of situational.
It’s a useful perk against the powers of Trapper, Billy (if you just stay injured), Nurse, Hag, Doctor, Huntress, Spirit, Plague, Demo, Deathslinger and Pyramid Head, and the M1s of everyone else. It’s probably the least situational exhaustion perk in the game.
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@Dwight_Fairfield said:
I don't know why so many use it. Most competent killers expect it and wait it out. Or if they find out you have it they just wait it out for the next time.
Please tell me how the killer can “wait it out” if you use it to make up distance to a window or pallet you wouldn’t have otherwise made. And like @ClickyClicky said, it hurts certain killers in particular - Nurse and Huntress are really hurt by it, it counters good trap placement by Trapper, you can DH through a perfectly timed Doctor shock and still make the pallet, etc. You can’t “wait out” scenarios like that or you’ll just keep chasing the survivor waiting for their DH and giving them free distance.
A survivor who Dead Hards in the open can be waited out but nobody cares about the perk in that particular use case. That’s not why people use it and it’s not why people complain about it.
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@MusicNerd_TC said:
I have seen this tactic used in every match with a flashlight. Flashlight burning a killer in any animation lock against half decent killers is useless, since you will lose distance and the killer can listen for sounds? What benefit is there to this?
If you have Iron Will it can allow you to do some fun jukes, like running through the killer just after they break the pallet or hiding nearby, or vaulting something with Q&Q. It won’t work all the time depending on how the killer plays, but it’s just a fun way to use a flashlight really.
Alternatively, challenges and/or bloodpoints. Or just practice with flashlight aiming/timing.
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@CashelP14 said:
Memes half the time. Problem is doing full head-on games is considered "toxic". Killers get very toxic after meme games since they see it as "4 man swf bully".
Unfortunately a lot of “meme” teams are toxic themselves. I’ve played against some really nice squads who were fun and sweet post-game, but they’ve been the minority. Most of the “oh I’m just memeing teehee” teams get really nasty post-game in my experience so they kind of spoil it for everyone else.
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I think it’s great.
Gives you map pressure when done well and wastes your time when done poorly so it relies on the killer having decent game sense to be an effective strat. Survivors can mostly avoid being slugged too much by playing smart. It heavily punishes survivor mistakes.
As survivor I’d honestly rather be slugged than hooked as long as I’m on a team that’s a bit altruistic. The only time slugging bothers me is when the killer keeps aimlessly slugging for the 4K. By all means do it if the last survivor is in front of you but when you get slugged for minutes at a time while the killer wanders around checking every nook and cranny it’s pretty dull. Just end the game.
Oh, and killers who slug to BM. But I’ve only encountered that a handful of times so whatever.
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@tortrader said:
Look at your perk tiers. You're not really a level 19 killer. Matchmaking is working in this case.
Look at their account level. They’re clearly new enough to the game to justifiably be a low rank killer, they may have just invested survivor bloodpoints into killer (I did this when I first started playing). It was also rank reset a few days ago.
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@Kumnut768 said:
https://forum.deadbydaylight.com/en/discussion/comment/1448835#Comment_1448835
tell me one legitimate counter to spirit instead of just "MiNdGAmE hEr"survivors say its boring because you arent able to incorporate any experience into the chase its just guessing, theres no input on the survivors end that can change the outcome im sorry but you cant just dismiss this as " oh your entitled because you cant bully them " again the killers that are fun to verse are killers like huntress, billy even nurse to some extent
https://forum.deadbydaylight.com/en/discussion/comment/1449495#Comment_1449495
also i hate when people say this because good spirits run stridor
Play super cautious against her when not injured so you don’t get injured, like you would against Oni. Becoming injured is basically feeding her free info so play safe and not greedy.
If she phases when she’s chasing you in the open (you can tell she’s doing this because she’ll be following you and then stop in her tracks, or stop following you just out of LoS), start walking in an unpredictable direction or double back over your own scratch marks. Don’t just run in a straight line/beeline to a pallet.
If she may or may not be phasing when you’ve just dropped a pallet, don’t vault the pallet back towards her or walk back towards her side of the loop. Start to walk away from the loop to another nearby pallet/window while keeping her in your field of view. If she was faking she’ll start to come after you and you can run, if she wasn’t faking she’ll have to guess where you went.
Split up and pressure gens. Don’t play injured; if you get hurt, heal. That said NEVER heal under the hook because she can phase back and down you again. Walk (don’t run) away when unhooked and go heal somewhere with safety.
If you’re in her terror radius you won’t hear her phasing so don’t do totems, heals or gens in her terror radius, she’ll hear you and grab/attack you. If you’re outside of her terror radius you’ll hear her phasing towards you so just move away.
Avoid running through grass when she’s phasing and try to avoid crows as both of these will give you away.
Windows in long walls are especially good against her as she can’t fake her phase and watch what you do, she has to vault (you can see it), phase after you (you can throw her off) or chase you around normally (she’s 110%). In fact breaking LoS is useful against her in general, try to break LoS and then don’t just run in a predictable loop.
These are some of the things I bear in mind when facing the uncounterable Spirit, hope it helps!
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Dead Hard can completely erase a mistake and reset a chase if used well, and it’s useful against basically every killer, so a lot of survivors use it as a crutch. Sprint Burst is really strong as well but it just has a different use.
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It’s weak. Like someone said previously, if you play a killer with a normal terror radius most survivors will just run away from gens when they’re chased, rendering it useless. It’s also hamstrung by its cooldown and M1 requirement, and 8% regression is basically nothing.
It’s not a perk that will help you win games you wouldn’t have won without it, like it feels kind of nice to have but it doesn’t do enough to justify the perk slot in my opinion. A well timed Pop can be the difference between keeping and losing a gen but Surge just doesn’t have that kind of power. It’s meh.
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@LordGlint said:
https://forum.deadbydaylight.com/en/discussion/comment/1449927#Comment_1449927
Yeah, sure. He didnt have any gen regression perks and spent alot of time kicking gens without actually chasing the people who were working on said gens...so they obviously just came right back to undo that. 2:28 is an example of this but it happened alot... He would chase ppl off a gen, apply 0 pressure, kick the gen and then leave.
He THOUGHT about making use of his dark devotion at one point... it activated at 3:12 but because he spent too much time just kinda wandering around, one of the 2 ppl he hit had enough time to get back up. He also noted that he THINKS a survivor that keeps going on a certain gen mightve had spine chill, but refuses to actually play as if that survivor has spine chill. The smart move if you think this is the case is to approach the gen without looking at it.
8:55 he spots the SB user and another survivor cranking out a gen together and seperate. He starts moving towards the SB user, then starts talking like its some kind of master mindgame he's playing on the OTHER survivor in which he takes a long scenic route to chase THEM rather than just chase them directly... He didnt get the hit on that survivor til about 30 seconds later, which is an alarming amount of time considering the gen he just chased 2 survivors off of was almost done. If he just chased directly, the survivor wouldve been downed in less than 10 seconds.
At the 12:20 mark he makes a bad play around a very easy pallet (his movement was super obvious and he wasnt playing with his red light pretty much at all), then blames getting pallet stunned afterwards as if its bad RNG ("A pallet into a pallet, I didnt see this")...but this map is pretty consistent and those pallets are pretty much ALWAYS present.
I feel like I should also note that at no point did any of the survivors actually make any coordinated plays. There was no attempts at flashlight blinds or ANYTHING and this was something you would fully expect to see from a team of 4 solos. He insists though that this is the kind of games you can expect from a team of coordinated SWFs with his super short chases. Last gen popped at 12:48... This is by FAR not a gen rush and one guy even healed up before popping the last gen against his infinite T3.
The mistake that bugged me the most was at 5:00, when he has someone just downed and is already in T3, he hears a gen being worked on below him but wanders around before picking up the downed survivor and then the gen gets done and survivor(s) flee. If he’d just immediately dropped upon hearing the gen he could have got at LEAST one more down, possibly two, and maybe even stopped the gen from pinging. The gen was so close to completion that the survivor(s) would obviously commit to it.
This is a really really basic mistake. Playing “fun” doesn’t mean you have to instantly pick people up when they’re downed even if you hear someone working on a nearly completed gen nearby.